+ rd = r_dlight + i;
+ VectorCopy(rd->origin, v);
+ if (v[0] < ent->mins[0]) v[0] = ent->mins[0];if (v[0] > ent->maxs[0]) v[0] = ent->maxs[0];
+ if (v[1] < ent->mins[1]) v[1] = ent->mins[1];if (v[1] > ent->maxs[1]) v[1] = ent->maxs[1];
+ if (v[2] < ent->mins[2]) v[2] = ent->mins[2];if (v[2] > ent->maxs[2]) v[2] = ent->maxs[2];
+ VectorSubtract (v, rd->origin, v);
+ if (DotProduct(v, v) < rd->cullradius2)
+ {
+ if (CL_TraceLine(ent->origin, rd->origin, NULL, NULL, 0, false, NULL) != 1)
+ continue;
+ VectorSubtract (ent->origin, rd->origin, v);
+ f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - rd->subtract);
+ VectorScale(rd->light, f, ambientcolor);
+ intensity = DotProduct(ambientcolor, ambientcolor);
+ if (f < 0)
+ intensity *= -1.0f;
+ if (nearlights < maxnearlights)
+ j = nearlights++;
+ else
+ {
+ for (j = 0;j < maxnearlights;j++)
+ {
+ if (nearlight[j].intensity < intensity)
+ {
+ if (nearlight[j].intensity > 0)
+ VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
+ break;
+ }
+ }
+ }
+ if (j >= maxnearlights)
+ {
+ // this light is less significant than all others,
+ // add it to ambient
+ if (intensity > 0)
+ VectorAdd(basecolor, ambientcolor, basecolor);
+ }
+ else
+ {
+ nl = nearlight + j;
+ nl->intensity = intensity;
+ // transform the light into the model's coordinate system
+ if (worldcoords)
+ VectorCopy(rd->origin, nl->origin);
+ else
+ {
+ Matrix4x4_Transform(&ent->inversematrix, rd->origin, nl->origin);
+ /*
+ Con_Printf("%i %s : %f %f %f : %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n"
+ , rd - r_dlight, ent->model->name
+ , rd->origin[0], rd->origin[1], rd->origin[2]
+ , nl->origin[0], nl->origin[1], nl->origin[2]
+ , ent->inversematrix.m[0][0], ent->inversematrix.m[0][1], ent->inversematrix.m[0][2], ent->inversematrix.m[0][3]
+ , ent->inversematrix.m[1][0], ent->inversematrix.m[1][1], ent->inversematrix.m[1][2], ent->inversematrix.m[1][3]
+ , ent->inversematrix.m[2][0], ent->inversematrix.m[2][1], ent->inversematrix.m[2][2], ent->inversematrix.m[2][3]
+ , ent->inversematrix.m[3][0], ent->inversematrix.m[3][1], ent->inversematrix.m[3][2], ent->inversematrix.m[3][3]);
+ */
+ }
+ // integrate mscale into falloff, for maximum speed
+ nl->falloff = mscale;
+ VectorCopy(ambientcolor, nl->ambientlight);
+ nl->light[0] = rd->light[0] * colorr * 4.0f;
+ nl->light[1] = rd->light[1] * colorg * 4.0f;
+ nl->light[2] = rd->light[2] * colorb * 4.0f;
+ nl->subtract = rd->subtract;
+ nl->offset = LIGHTOFFSET;
+ }
+ }